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*** empty log message ***
changed email because ysagoon.com is down
Various changes. Fixed crash bug in new allocation system. Fixed Nicowar dig out bug.
Fixed Nicowar dig out code bug. Fixed new unit allocation system bug. Added new hidden forbbidden zone, which acts exactly like forbidden zone except that it can not be seen or changed by the user. Units that are spinning on the spot (they are trapped or other units are blocking their path) put hidden forbidden zone on themselves, which automatically diverts other units, and breaks up the clogged pathway. Hidden forbidden zones are also placed on buildings that are being upgraded, the area arround them is restricted so that units don't walk arround in the space that the building needs to upgrade.
only changed comments
Numerous code changes, summarrized in mailing list glob2-dev, New Features galore (ps: someone else has to merge)
Added area-getting functions
Added some comments
Added first version of Echo, along with test AI Reach To Infinity
Made the listCountSizeStats[] of check_disorderable_gradient_error_probability to be arrayed from the GradientType, for further information on the behaviour. Ran a test to find out that listedAddr[] queue smashing is more than unlikey to happen. Added a test to improve the gradient quality in case of listedAddr[] smashing anyway.
Added check_gradient_error_probability. Now you can log and see if the listedAddr[] is smashed or not.
Added one Kai's patch for gradients, because I did an error applying another one earlier. Updated the structure so the gradient computation can take the gradient type into account. Updated the structure for it to be ready for dynamic optimisation in the gradients.
first commit
bringing back the old random map generators (marked as old) unfortunately with resources not working. do we want the new resource-distribution on them or the old blocks?
Merged new random map stuff fromLeo
first try on branching
Made the warriors to spread efficiently inside the guard areas. Cleaned Unit::validTarget so that targetX;targetY is cleanely displayed when needed.
Fixed a bug in gradient (bug #15376). Fixed: now the path lines display the correct direction.
Improved explorers behaviour. Now it's really cool.
Changed the way the Explorers behave. They are expeted to go more likely to the oldest explored ara.
Added some log into Map::incRessource() so next time someone compile it for win32 we can 'hope' to debug it.
Fixed bug #15267. When there an unit where trying to grab a fruit on an empty tree, an assert did fail. We changed the policy about the ressources fields.
Now the list of places to upgrade a gradient is computed at the pre-gradient computation time, in order to save the computation of the list from the pre-gradient. Test case on a 256x256 map surprisigley shows from 0% to 1% speed loss. But because it allows further optimisation and cleaner code, the change will be applied
Rewrote updateGlobalGradient() using pointers
Reviewed and applied Andrew's patch for 0.8.16
Debugging code now documented: still to do: check the pages related to debugging
Miscellaneous rewrites for I/O and other things. Most removed files are now-redundant parsers
New I/O model (doesn't work yet)
Sector code has now been merged into map (at last!)
Many map-related and other changes. Mostly a new update mechanism
More documentation and debugging. New Debug.h file introduces a whole new debug model
More miscellany, and some documentation about resources
Assorted updates, the start of a test suite, and a class to deal with a grid of single elevations
First beta version of the map rewrite. The map code itself is now at least a bit mature, and I don't expect the interface to change much now. Now the changes to the map code need to be propagated around the rest of the program, and many bugs squashed.
Added gradient dump
This is an initial upload of the changes I made to Map.h/Map.cpp, and knock-on changes that had on the system in general. The Map files are nowhere near ready - they don't even resemble something that might compile. But the basic principles are all there.
Fixed some checkSum() to now use Uint32 instead of Sint32.
Fixed wrapping bug in area handling
Improved map cleanness
Added GUI support for clear area
Added the clearing area things in header.
Check pathToBuildingCountFar assert, everything seems ok
Cleaned ressourceAvailable to find the ressource destination
Warrior have correct target when going to guard areas
Fixed nastly bug in gradients
Added guard areas
Huge update. New serialisation model
Fixed some forbidden areas bugs
Added gradient for big map avaiability. (size>256x256)
Improved the gradient computation speed, and now the computation is exact.
Added some forbidden pathfinding dump.
Forbidden zone of other players are not shown any more
Forbidden ressources can't be grabed.
Improved AICastor food ecology, and tower placement.
Corrected all Aviable by Available.
Fixed some memory management failures with the call-lists.
Fixed pathfinding, due to forbidden exiting feature.
Now the units can get out of the forbidden area.
Working on forbidden gradients. Still bugged.
Tuning AICastor, mainly towers, repair, and emplacements.
Use of BitArray of forbiddenLocal. Forbidden array is always shown
Added a local forbidden layer
Added ability to draw the interdiction zones
Added visualisation of forbidden area
Improved the win/lost conditions. Build with regeneration can't be repaired. Better map stats logs.
Improving and debuging basics of AICastor.
Finalized Phase Alpha of AICastor.
Working on AICastor. Now it can add food neighbours.
Working on AICastor.
Optimised zonableForbidden flags in team usage.
Fixed pathfinding. (again...)
Fixed some desynchronisations errors in NetGame. Added dumps to log to find desynchronisation errors. Fixed a clearing flag bug.
Now clearin flags doenst request units when there os nothing to clear. Plus engine efficency fix.
Added an enable options for each ressoures in the clearing flag.
Fixed ressources amounts.
Removed many dependencies.
Removed many dependencies.
Removed many dependencies.
Fixed a pathfinding bug, and added a small optimisation to it.
Wide update of the networking system. Added SDL_Ticks in each packets to compute exact latency, gameChecksums in all packets, and more
Fixed pathdinfing, that was hard\!
Fixed a lot of pathfinding bugs
Endian fix for ressources
Fixed some minor ressource bug
Ressource fixed and ressource selection added
Added a local gradient system for each units which allow them to avoid others units.
Changed the gradient computation system to avoid glitches.
Updated 2004 (c)
Fixed minimap for non-square map
Cleaned Game.step().
Fixed a pathfinding possible bug.
Removed legacy code (Map), and updated TODO file.
Fixed a inggameGUI TeamStats graphic bug.
Changed the unit to building allocation system to a sub-optimal system to keep usable CPU performances. More fixes.
Worked all day to optimise code.
Optimised pathfinding code.
Some fixes.
Now the units escape the closest forbiddenFlag.
Fixed the Locked-Building Gradient System. Added gradients stats. Started ForbiddenFlag exiting system.
Fixed a computation bug, which make walls assert(false).
Added the Locked-Detection-System for building, to reduce CUP usage in this case. Plus fixes.
Now units won't take ressources beyond the range of forbidden flags.
Added CPU stats. Fixed some assert().
Added ClearingFlag stats.
added real support of ClearingFlags woth gradient system.
The flags work better by setting teh gradient to 255 on all range surface.
Added pathfinding stats, and debugged.
Cleaned Unit.cpp: state graph and pathfinding.
Debugged pathfinding.
Decrease dependencies, removed ressources.xml in favour of ressource.txt, improved compilation speed, removed IntResType, improve code readability
Solved and seeking boring bugs.
Debugged the unit to building allocation system.
moved useMapDiscovered to a .cpp
switched ressources type to signed.
Now the gradients are updating when possibly needed, and only when needed!
Now the ForbiddenFlags behave correctly when they overlap.
Added the global gradient system, whithout sharing between buildings.
Added further depth in gradient system to allow more complex obstacles
Added the Gradient-Pathfinding-For-Buildings system base, short range only.
Debugged the gradient pathfinding, and started to-building pathfinding.
Changed all pathfinding system, to a gradient system. Not finished.
Fixed setting screen, improved ressource system
Began reowkr of ressource system. Map format changed
draw terrain under ressources in map editor menu
Fixed non-upgradale building bug.
Added ForbiddenFlag fonctionality.
Added some support for ForbiddenFlag and fixed a building destruction bug.
Fixed the upgrade building bug.
Improved the Building updating system, and destroying system.
The Unit-Buindings allocation system has been completely reviewed, cleaned and improved.
Renabled the ressources gowing ressources.
Prevented ressources to be edited over any terrain.
Buildings, air units and ground units are now on separate layers map. The code compiles, works at 20% but is buggy. This is all work in progress.
Stone doesn't disappear when harvested. GUIMessageBox header added. Loading of a generated Game fixed
Removed a lot of commented useless code.
Removed BaseMap. Moved mapName into SessionGame. A lot of cleaning by nuage and NCT.
Improved the way warriors do attack.
Fixed (c) date and utf-8
Now the RandomMapGenerator can fail without assert(). The popup message is missing.
Completed and fixed the sharing vision system
Now you can see explored enemies buildings
Debugged LANBroadcast a bit. (not tested on macOSX and solaris, but it has to) Changed saving ordering to allow new evolutions on AI, and new beahviors in AI. Added a new state in protocol, to prevent useless long latencies, to avoid the wrong checksum for new player symptom, to reduce brandwith uses at connection, and to allow further firewall watering. Added untested firewall watering.
When a Random Map Generated is modiffied in MapEditor, it is then considered as a hand made map. The Game constructor does no more provide a directly usable Game, because it comes with zero teams, instead of one. The RandomMapGenerator methode Random has been improved. Now you can really play with it. With RandomMapGenerator, the fairness can't be guarantee, especially with numerous teams, because it's a highly random map.
Ehanced the Islands Random Map Generator.
Added clearing flags. Now swarms stop to produce units if all ratios are zeros. The warrior don't attempt any more to attack units outside flag's ranges. Added Islands map generator system. Changed structure to allow MapGenerationDescriptor to inclue map size. Finished to programm MapGenerationDescriptor Order's propreties. New file version minor 7. Allowed net games with random map generator. (You can play network games without exchanging a map now!)
Changed structure to allow a nice random generation of maps. Then, later, network games may play on random maps. Changed GUI to generate random maps. Added GUINumber and GUIRatio widgets. Removed leaks, bugs, and useless #defines. Tested the random generator.
fixed cvs error.
bug: when you lost, you where onable to exit game. fixed. Improved the way buildings choose the unit who doesn't works any more, when player decreases the nuber of working units. Now buildings does free units at the end of construction, this allow better units-to-building efficency.
Added YOG and fixed const
Now Units and Building have a much better way to link together for jobs.
Restored const
Fixed incoherence problems in CVS
NetGame desctructor added. Unit to building system correced and ungraded. AI does saves. Game name saved for saved games.
Non-square map are now handeld correctly
New clean map format with header and offset
Re added FOW
Small bugs removed. Added glob2 -host MapName ability. This start a HostGame server waiting for any players to come. But it can't start yet! I don't know how to link readline() c function.
Tested ressources growth dans AI. Debugged Map::isSand() Changed Map::growRessources()
Fixed shared vision support
AI widely improved. Now AI does upgrade buildings. (levels 1, 2 and 3) Some other bugs removed. Game::executeOrder() changed for local.
Changed the way ressources grow. Now it is neighbourhood dependant
Cleaned message text input in game
Split Preparation Gui in several files
Map thumbnails are now been saved
Added documentation to Map class
Added screen to choose map size and default terrain when entering map editor
Added GPL header
Merge completed, little gfx fixed
Explorer behaviour improved, ressouces does expand, ressouces consumed, pathfinding debugged aggain and addapted to moving environement, basic AI implemented
Glob now works on win32
Warp errors debugged in pathfinding; Units search for resources on the map more efficient; Warriors now agressives; Explorer does really explore; flag range of range is different for warflags and explorationflags; order changes local parameters only if another player in the team has done it
Improved ressource search algorithme.
imported sources
Initial revision
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